/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/Abilities/Tasks/AbilityTask_WaitOverlap.h
Need: -Easy way to specify which primitive components should be used for this overlap test -Easy way to specify which types of actors/collision overlaps that we care about/want to block on
[UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Ability|Tasks", Meta=(HidePin="OwningAbility", DefaultToSelf="OwningAbility", BlueprintInternalUseOnly="TRUE")) static [UAbilityTask_WaitOverlap](API\Plugins\GameplayAbilities\Abilities\Tasks\UAbilityTask_WaitOverlap) * WaitForOverlap ( [UGameplayAbility](API\Plugins\GameplayAbilities\Abilities\UGameplayAbility) * OwningAbility )